Fixed respawn bug and npc memory issue.
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13
changelog
13
changelog
@@ -2,6 +2,19 @@ TbaMUD is currently being developed by The Builder Academy. If you need any
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help, find any bugs, or have ideas for improvement please stop by TBA at
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help, find any bugs, or have ideas for improvement please stop by TBA at
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telnet://tbamud.com:9091 or email rumble@tbamud.com --Rumble
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telnet://tbamud.com:9091 or email rumble@tbamud.com --Rumble
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@
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@
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[Aug 08 2012] - Vatiken
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bug: fixed another copyover issue that resulted in dying character respawning at corpse.
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bug: fixed an issue where a PC could be remembered after dying. (Thanks Zusuk)
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improve: cleaned up some code and did some colour adjustments.
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feature: new debug toggle with 4 settings.
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bug: fixed an issue with hedit that prevented editing of certain helpfiles.
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feature: added message editor for combat messages.
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bug: fixed a small bug with colour codes in interpreter.c.
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bug: fixed crash bug in oasis_lists.c caused by buffer overflows.
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bug: fixed issue with certain clients that were adding extra new-lines.
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bug: fixed crash bug in improved editor.
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improve: cedit toggle for colour codes in comm channels.
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typo: Fixed typo in do_scan.
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[May 28 2012] - Vatiken
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[May 28 2012] - Vatiken
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bug: Fixed a MAJOR duping issue.
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bug: Fixed a MAJOR duping issue.
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[May 24 2012] - Vatiken
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[May 24 2012] - Vatiken
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@@ -473,7 +473,13 @@ void copyover_recover()
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} else {
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} else {
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write_to_descriptor (desc, "\n\rCopyover recovery complete.\n\r");
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write_to_descriptor (desc, "\n\rCopyover recovery complete.\n\r");
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GET_PREF(d->character) = pref;
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GET_PREF(d->character) = pref;
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enter_player_game(d);
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enter_player_game(d);
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/* Clear their load room if it's not persistant. */
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if (!PLR_FLAGGED(d->character, PLR_LOADROOM))
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GET_LOADROOM(d->character) = NOWHERE;
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d->connected = CON_PLAYING;
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d->connected = CON_PLAYING;
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look_at_room(d->character, 0);
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look_at_room(d->character, 0);
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@@ -930,10 +930,19 @@ void extract_char_final(struct char_data *ch)
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if (FIGHTING(k) == ch)
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if (FIGHTING(k) == ch)
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stop_fighting(k);
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stop_fighting(k);
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}
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}
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/* we can't forget the hunters either... */
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/* Whipe character from the memory of hunters and other intelligent NPCs... */
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for (temp = character_list; temp; temp = temp->next)
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for (temp = character_list; temp; temp = temp->next) {
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/* PCs can't use MEMORY, and don't use HUNTING() */
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if (!IS_NPC(temp))
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continue;
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/* If "temp" is hunting our extracted char, stop the hunt. */
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if (HUNTING(temp) == ch)
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if (HUNTING(temp) == ch)
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HUNTING(temp) = NULL;
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HUNTING(temp) = NULL;
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/* If "temp" has allocated memory data and our ch is a PC, forget the
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* extracted character (if he/she is remembered) */
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if (!IS_NPC(ch) && MEMORY(temp))
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forget(temp, ch); /* forget() is safe to use without a check. */
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}
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char_from_room(ch);
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char_from_room(ch);
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